Occlusion Culling not working with VR/Stereo cameras (Unity 2020.2, UVRP)

Having an issue where baked occlusion culling is not working in VR.
Using Universal RP 10.2.2, Unity 2020.2.1f1, & an Oculus Quest 2 connected via Oculus Link.

In this video, I have the camera positioned inside of a wall, where the cubes in the room should be occluded,
but they render anyway. They are hidden when I set Target Eye to none.

I’ve tried replicating this in a fresh project and this still happens.

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Tried the same scene with the standard renderer, and it seems to cull fine, but I need Universal for mobile perf.

Yep. I just noticed this too. Works when testing in the editor but when deployed on Quest it most definitely doesn’t work. I knew I shouldn’t of updated from 2019 LTS to 2020.

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Hi @funkysandwich and @halfpasttense , can you file a bug with reproducible project so the team can properly track and take a look?

We do have a fix in the works related to occlusion culling, and we can help verify if the fix resolves your issue. Cheers!

Hi, @funkysandwich and @halfpasttense I have tested and submitted the bug report, the progress can be tracked here: Unity Issue Tracker - [XR SDK] [URP] Occlusion culling is inoperative